In this update2
Full notes
Full CROSSBOW: Bloodnight update
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What changed
- Events
- Performance
- Balance
- Gameplay
- UI and audio
CROSSBOW: Bloodnight changes
Covenants!
'Tis the season, everyone. Brace yourselves. The veil between the worlds is lifting. It's Halloween, the time for CROSSBOW: Bloodnight to truly shine! The game was already perfect to get you in the festive mood, with all the bats, zombies, and werewolves haunting the creepy old abbey courtyard. But we wouldn't be Hyperstrange, if we didn't take all the player feedback and put in some extra work to make our game - even as small as CROSSBOW: Bloodnight - even better. We give you the first post-release update!
CHANGELOG
all around asset optimization, both characters and environments - the game now runs much smoother, even on lower-end machines
optimized bat swarm behavior for better performance
when crossbow is at max upgrade level, lost souls decrease special attack cooldown on pick-up
the enemy spawn loop altered after the boss fight, to avoid repeating the initial phase
the further you are in the game, the higher enemy spawn rate gets
spikes spawned on boss death only kill monsters now, not the player
the Tainted One hitbox activates only when it's fully spawned
npc sound effects should stand out more now
seasonal Halloween decorations (they will go away with time...)
Many thanks to everyone who picked up the game upon its launch and provided us with their thoughts on the gameplay, and ideas for improvements. The many thousands of players who got their hands on our ELDERBORN in early access or upon the full release already know, that we like to polish our games further after launch. We're looking forward to the same scenario for CROSSBOW: Bloodnight, and it's YOU who make it possible, giving us feedback and recommending the game to friends. We're really grateful to have you guys in our corner!
Thank you, good hunting, and happy Halloween!
Source
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